Difference between revisions of "Combat"

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===Unarmed Combat===
 
===Unarmed Combat===
  
A character gains additional bonuses when fighting unarmed. For [[Monks]] this is the best way to do melee combat.
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A character gains additional bonuses when fighting unarmed. For [[Monk]]s this is the best way to do melee combat.
  
 
For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
 
For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].

Revision as of 13:50, 6 January 2025

Combat is an essential part of EUO. Before entering combat, you will probably want to ready your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.


Combat Controls

Refer to: Controls


Combat Maths Basics

Melee combat

Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.

Your attack strength is derived from a combination of:

  • the +AS enchantment on your weapon.
  • the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls.
  • the skill you have in using the weapon used.
  • tactics if you are wielding a fighter weapon, and
  • the stats of your character.

Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to Class Skills for specific information about the armour types that each class can benefit from.

Damage scaling: If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent's Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.

Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.

Diamond weapons ignore the Def of the opponent.

Magical combat

Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.

While some spells have their own formula, generally speaking most spells base damage scale to caster's Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.

Intelligence is straightforward, it is the total of your Intelligence from your base Stats and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated.

Your Magic Resistance is derived from:

  • the +MR enchantment on items worn
  • the total MR gained from your equipment due to tint (crystal or mithril), if it is Mythic or not, etc.
  • the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity.

Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.

Damage Types and Stat Dependent Damage Optimisation

Damage Types

Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:

  • Undead: vulnerable to bludgeoning damage
  • Hellspawn: vulnerable to slashing damage
  • Dragons: vulnerable to piercing damage

Stat Dependent Damage Optimisation

The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.

Refer to the following for more specific information on damage types and stat dependent damage optimisation:

Special Rage Attacks

See Combat Abilities.

Other Combat Notes

Dual Wield

Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).

Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.

Criticals

When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.

Note: using a tinted weapon will decrease the chance of criticals being inflicted.

Parry and Riposte

Rogues using foils can parry and riposte.

For detailed information on this, refer to the Foil weapon skill subsection in the Rogue page.

Dodge

Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.

Most magics have a low chance of also being dodged.

Movement

The speed at which a character moves (or flees) is dependent on two things:

  • The higher a character's dexterity is, the faster he or she will move.
  • The heavier the armour worn, the slower the character will move.

However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to Class Skills for class-specific information on armour types and movement.

Unarmed Combat

A character gains additional bonuses when fighting unarmed. For Monks this is the best way to do melee combat.

For detailed information on this, refer to Unarmed.



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